Team Fortress 2

Team Fortress 2

Dark Roads
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Update: 22 Sep, 2019 @ 5:46am

So, so many quality of life changes added in 2018 as well as this year 2019, that i dont even remember them all. Here's some that i do:

- Replaced Merasmus with Monoculus spawning on midnight, makes more sense here as well as merasmus magically wanting to go missing during bombing runs
- Added new route from mid windowes to indoor - no more 360 going indoor corridor corners
- Fixed several bugs. Yes, very many.
- Added more lighting to several places of the map
- Added more health and ammo to certain places or changed their sizes
- Many many other fixes and tune ups!

Update: 15 Oct, 2017 @ 7:05am

- Fixed player spawning from underworld exit in rare cases (for real this time)
- Made the stairs in the connector area of mid vs 2nd last point not being able to shoot through
- Added func_nobuild zones around the death pit areas to prevent griefing
- Added a small room inside the corridor between mid and 2nd last cap
- Added a pile of crates next to 2nd last caps, its now easier to travel up to the platform from underside
- Changed water texture in mid area to be more transparent
- Removed some remnant entdata that were present in the original map but not used in this one
- Nodrawed remaining faces
- Updated nav file for bots to correspond the changes

Update: 9 Oct, 2017 @ 8:08am

- Added back wheel of doom with resolved the dance scene
- Built a completely new area for the dance scene
- Players receive a healthboost when they exit from dance area
- Removed the merasmus spell system
- Removed ghosts that spawn upon capping a point
- Changed some of the spells in hell to respawn
- Fixed some merasmus talks overlapping
- Fixed couple of prop fades happening too early
- Fixed few doors touching concrete
- Fixed another rooftop having walkable edge
- Fixed few lights having odd values
- Improved clipping in few areas
- Increased cauldrons spell spawn time by 15 seconds

Update: 3 Oct, 2017 @ 6:44am

- Removed truce from the map per player feedback and my own observations
- Changed the rare spells in hell purgatory area not to respawn - save your spells for fight!
- Fixed teleport exit sometimes spawning players
- Fixed spell system not making magic effect upon triggering some of them
- Fixed several rooftop areas where players were able to stand
- Improved spell system by removing double lines and adjusting timings
- Added bit more signs to guide players

Update: 27 Sep, 2017 @ 11:42am

- Removed Wheel of Doom and it's effects from the map due not being able to disable the dance event off from it.
- Added Merasmus spell system that replaces wheel of doom, spells are now triggered after every point capture
- Merasmus now greets players on round start after the counter has passed and announces the spells during caps
- Enhanced lighting on 2nd capture points to more team colored, RED and BLU
- Removed HHH, because it seemed to hate BLU team more than the RED by going more to BLU capped points.
- Fixed timings of certain sounds playing on top of eachothers

Update: 24 Sep, 2017 @ 7:18am

- Added animated arrow prop to player spawn area, telling players dynamically which direction should they take, based on if shortcut to mid is open or not. Shorter route opens when MID point of the map is owned by the team.
- Added a bit more halloween decorations to the map
- Fixed non-existing soundscape issue in Hell purgatory area
- Optimized map more
- Overall fixes and improvements

Update: 18 Sep, 2017 @ 5:09pm

- Removed Merasmus boss for several reasons:
-- Map hasnt got enough open space for merasmus to operate correctly
-- Merasmus can go into hiding and is very hard to find within the timelimit that is hardcoded into the game
-- Merasmus middle of the map bomb spread event makes him go inside a wall and not seen after that
-- Merasmus didn't respect the preferred bot move area so it went to places where it was unwelcome
-- Killing it and seeing the Hell area proved to be very difficult for the reasons above

- Added Monoculus boss (Kill it to get to the hell!)
- Added a separate purgatory area for Hell with another giant skull (Jump on monoculus portal to get there)
- Added cameras to hell area, which activate once people have gone through monoculus warp portal or death spot
- Added additional visual effects and such on certain events for the map
- Added smaller teamcolored clocktowers to display the events coming in conjunction of the spawn area clocktowers
- Horseman now spawns from the point which was captured, provided that the time for it was to spawn
- Removed remnant of lightpost
- Lifted the horizontal clip brush, players now do not bump to invisible ceiling while outside unless they go really high
- Improved bot navigation once more
- Added 3 new/updated screenshots to the workshop

Update: 18 Sep, 2017 @ 11:18am

- Fixed the bots not working on workshop version

Update: 18 Sep, 2017 @ 10:04am

- Updated map images on welcome screen
- Attempted to fix the nav issue regarding bots not moving but failed

Update: 18 Sep, 2017 @ 3:29am

- Lowered the time on the clock about 2 minutes to spawn Merasmus sooner
- Reduced count of active pumpkin bombs
- Adjusted info_observer_point camera angles a bit near 2nd points
- Added few bat bunches
- Fixed couple of nodraw brushes having no texture near the death pit areas
- Fixed a bug where RED player sometimes spawned near BLU's 2nd point
- Fixed a bug where you could get trapped into RED's or BLU's forward spawn
- Fixed one healthkit not having marked spawn area for it
- Fixed BLU spawn having wrongly textured wall
- Fixed Merasmus lines going on top of eachothers during round start
- Fixed bug where Merasmus started healing inside uncreachable areas
- Fixed Merasmus dance scene being broken
- Fixed Merasmus not taking damage from the bomb heads(?)
-- HHH is now removed when merasmus spawns (^ related bugs)
- Tweakings to bot navigation data